;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
1       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
8       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
15      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
30      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
3       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
0       ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
7       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
none,               0,-2,  no,  no,  3, 4    ; AFl
Colonialism,        0, 1,  no,  no,  1, 1    ; Alp
Amphibious Warfare, 3,-2,  no,  no,  3, 0    ; Amp
East-India Travel,  0, 1,  no,  no,  1, 3    ; Ast
Atomic Theory,      4,-1,  no,  no,  2, 3    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
West-India Travels, 0, 1,  no,  no,  1, 3    ; Ban
Bridge Building,    4, 0,  no,  no,  1, 3    ; Bri
Hudson's Expedition,0,-1,  no,  no,  1, 3    ; Bro
Ceremonial Burial,  5, 0,  no,  no,  0, 2    ; Cer
Chemistry,          5,-1,  no,  no,  1, 3    ; Che
Chivalry,           4,-2,  no,  no,  2, 0    ; Chi
Code of Laws,       4, 1,  no,  no,  0, 2    ; CoL
Combined Arms,      5,-1,  no,  no,  3, 0    ; CA 
Combustion,         5,-1,  no,  no,  2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Computers,          4, 1,  no,  no,  3, 4    ; Cmp
Conscription,       7,-1,  no,  no,  2, 0    ; Csc
Construction,       4, 0,  no,  no,  0, 4    ; Cst
The Corporation,    4, 0,  no,  no,  2, 1    ; Cor
Currency,           4, 1,  no,  no,  0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  no,  no,  2, 1    ; Eco
Electricity,        4, 0,  no,  no,  2, 4    ; E1 
Renaissance Style,  0, 1,  no,  no,  1, 4    ; E2 
Engineering,        4, 0,  no,  no,  0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Feudalism,          4,-1,  no,  no,  0, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  no,  no,  0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  no,  no,  0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  no,  no,  0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Echanging,      6,-1,  no,  no,  1, 1    ; Map
Masonry,            4, 1,  no,  no,  0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Christianity,       5, 1,  no,  no,  1, 2    ; MT 
Mysticism,          4, 0,  no,  no,  0, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  no,  no,  1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
East-India Travels, 0, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  no,  no,  0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  no,  no,  0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  no,  no,  0, 1    ; Tra
University,         5, 1,  no,  no,  1, 3    ; Uni
Warrior Code,       4,-1,  no,  no,  0, 0    ; War
The Wheel,          4,-1,  no,  no,  0, 4    ; Whe
Writing,            4, 2,  no,  no,  0, 3    ; Wri
Research is not allowed, 1, 0,  nil, nil, 1, 3    ; FT 
Man-O-War Tech,     0, 2,  no,  no,  2, 0    ; U1 
Fluyt Tech,         0, 0,  no,  no,  1, 1    ; U2 
Settle,             0, 0,  no,  no,  1, 4    ; U3 
No-Settle,          0, 0,  no,  no,  1, 4    ; X1 
Non-Sp. Tech,       0, 0,  no,  no,  2, 0    ; X2 
German Tech,        0, 0,  no,  no,  2, 0    ; X3 
French Tech,        0, 0,  no,  no,  2, 0    ; X4 
English Tech,       0, 0,  no,  no,  2, 0    ; X5 
Dutch Tech,         0, 0,  no,  no,  2, 0    ; X6 
Spanish Tech,       0, 0,  no,  no,  2, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    nil,
Training Camp,             4, 1,    nil,
Granary,                   6, 1,    nil,
Church,                    4, 1,    nil,
Cattle Market,             8, 1,    nil,
- (Bookshop),              8, 1,    no, 
Prison,                    8, 1,    nil,
Fortifications,            8, 0,    nil,
Aqueduct,                  8, 2,    nil,
Bank,                     12, 3,    nil,
Cathedral,                12, 3,    nil,
- (Library),              16, 3,    no, 
- (Mass Transit),         16, 4,    no, 
DO NOT SELL,              10, 0,    no, 
Windmills,                20, 4,    nil,
DO NOT SELL,              40, 0,    no, 
- (SDI Defense),          20, 4,    no, 
- (Recycling Center),     20, 2,    no, 
DO NOT SELL,              40, 0,    no, 
DO NOT SELL,              40, 0,    no, 
DO NOT SELL,              40, 0,    no, 
Chamber of Commerce,      16, 4,    nil,
Sewer System,             12, 2,    nil,
- (Supermarket) ???,       8, 3,    no, 
- (Superhighways),        20, 5,    no, 
- (University),           16, 3,    no, 
- (SAM Missile Battery),  10, 2,    no, 
Coastal Fortifications,    8, 1,    nil,
DO NOT SELL,              40, 0,    no, 
Harbor,                    6, 1,    nil,
DO NOT SELL,              16, 3,    no, 
- (Airport),              16, 3,    no, 
- (Police Station),        6, 2,    no, 
Marine Port,               8, 3,    nil,
- (SS Structural),         8, 0,    no, 
- (SS Component),         16, 0,    no, 
- (SS Module),            32, 0,    no, 
<Colonization>,           60, 0,    no, 
Pyramids,                 20, 0,    no, 
Hanging Gardens,          20, 0,    no, 
Colossus,                 20, 0,    no, 
Columbus' Expedition,     20, 0,    nil,
Hudson's Expedition,      30, 0,    nil,
Oracle,                   30, 0,    no, 
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
West-India Travels,       30, 0,    no, 
East-India Travels,       30, 0,    no, 
Michelangelo's Chapel,    40, 0,    no, 
Copernicus' Observatory,  30, 0,    no, 
Magellan's Expedition,    40, 0,    nil,
Shakespeare's Theatre,    30, 0,    no, 
Leonardo's Workshop,      40, 0,    no, 
J. S. Bach's Cathedral,   40, 0,    no, 
Isaac Newton's College,   40, 0,    no, 
United Eastindia Company, 40, 0,    nil,
United Westindia Company, 40, 0,    nil,
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
SETI Program,             60, 0,    no, 
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Hanging Gardens
nil,        ; Colossus
Bri,        ; Columbus' Expedition
Bri,        ; Hudson's Expedition
nil,        ; Oracle
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
no,         ; West-India Travels
no,         ; East-India Travels
nil,        ; Michelangelo's Chapel
nil,        ; Copernicus' Observatory
Bri,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
nil,        ; Leonardo's Workshop
nil,        ; J. S. Bach's Cathedral
nil,        ; Isaac Newton's College
nil,        ; United Eastindia Company
nil,        ; United Westindia Company
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     X1,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, U3,  000000000000000
-,            no,  0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, no,  000000000000000
Sp. Musketeers,nil, 0,  2.,0,  3a,2d,  1h,1f,  6,0,  0, X7,  000000000000000
Sp. Cavalry,  nil, 0,  3.,0,  6a,2d,  1h,1f, 10,0,  0, Chi, 000000000000000
Musketeers,   no,  0,  2.,0,  5a,2d,  1h,1f,  5,0,  0, no,  000000000000000
Pikemen,      X7,  0,  2.,0,  1a,3d,  1h,1f,  6,0,  1, nil, 000000000000000
Grmn. Pikemen,nil, 0,  2.,0,  1a,4d,  1h,1f,  7,0,  1, X3,  000000000000000
Cannon,       nil, 0,  1.,0,  5a,1d,  1h,3f, 10,0,  0, nil, 000000000000000
-,            no,  0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, no,  000000000000000
Sp. Pikemen,  nil, 0,  2.,0,  1a,3d,  1h,1f,  4,0,  1, X7,  000000000000000
Cavalry,      nil, 0,  3.,0,  5a,2d,  1h,1f, 10,0,  0, X2,  000000000000000
Sp. Scouts,   nil, 0,  2.,0,  0a,2d,  1h,1f,  4,0,  0, X7,  000001000000011
Scouts,       nil, 0,  2.,0,  0a,2d,  1h,1f,  5,0,  0, X2,  000001000000011
Musketeers,   nil, 0,  2.,0,  3a,2d,  1h,1f,  5,0,  0, X2,  000000000000000
Musketeers,   nil, 0,  0.,0,  0a,6d,  2h,1f,  2,0,  1, no,  000000000000000
Kenau,        nil, 0,  0.,0,  0a,7d,  2h,1f,  2,0,  1, no,  000000000000000
-,            no,  0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, no,  000000000000000
-,            no,  0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, no,  000000000000000
Settlers,     nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, AFl, 000000000000000
Sp. Musketeers,nil, 0,  2.,0,  3a,2d,  1h,1f,  6,0,  0, AFl, 000000000000000
Sp. Cavalry,  nil, 0,  3.,0,  6a,2d,  1h,1f, 10,0,  0, AFl, 000000000000000
Grmn. Pikemen,nil, 0,  2.,0,  1a,4d,  1h,1f,  7,0,  1, AFl, 000000000000000
Sp. Pikemen,  nil, 0,  2.,0,  1a,3d,  1h,1f,  4,0,  1, AFl, 000000000000000
Cavalry,      nil, 0,  3.,0,  5a,2d,  1h,1f, 10,0,  0, AFl, 000000000000000
Sp. Scouts,   nil, 0,  2.,0,  0a,2d,  1h,1f,  4,0,  0, AFl, 000001000000011
Scouts,       nil, 0,  2.,0,  0a,2d,  1h,1f,  5,0,  0, AFl, 000001000000011
Musketeers,   nil, 0,  2.,0,  3a,2d,  1h,1f,  5,0,  0, AFl, 000000000000000
Sloop,        nil, 2,  6.,0,  3a,2d,  1h,1f,  4,1,  2, AFl, 000000000100000
War Galleon,  nil, 2,  4.,0,  6a,4d,  1h,1f, 14,1,  2, AFl, 000000000000001
East-Indiaman,nil, 2,  5.,0,  0a,3d,  1h,1f,  5,4,  4, AFl, 000000000000000
Fluyt,        nil, 2,  6.,0,  4a,4d,  1h,1f,  6,2,  4, AFl, 000000000000000
Sp. Galleon,  nil, 2,  5.,0,  5a,5d,  1h,1f, 14,0,  2, AFl, 000000000000001
Burning Ships,nil, 2,  6.,0, 10a,1d,  1h,2f, 10,0,  2, nil, 001000000000000
Sloop,        nil, 2,  6.,0,  3a,2d,  1h,1f,  4,1,  2, X2,  000000000100000
War Galleon,  nil, 2,  4.,0,  6a,4d,  1h,1f, 14,1,  2, no,  000000000000001
East-Indiaman,nil, 2,  5.,0,  0a,3d,  1h,1f,  5,4,  4, Plu, 000000000000000
Frigate,      nil, 2,  5.,0,  5a,3d,  1h,1f,  7,1,  2, nil, 000000000000000
Fluyt,        nil, 2,  6.,0,  4a,4d,  1h,1f,  6,2,  4, U2,  000000000000000
Sp. Galleon,  nil, 2,  5.,0,  5a,5d,  1h,1f, 14,0,  2, no,  000000000000001
-,            no,  2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  000000000000000
M.H. Tromp,   nil, 2,  5.,0,  8a,5d,  1h,1f, 14,1,  2, no,  000000000000001
Man-O-War,    nil, 2,  6.,0,  7a,4d,  1h,2f, 12,0,  2, U1,  000000000000001
Merchantman,  Plu, 2,  4.,0,  0a,2d,  1h,1f,  6,4,  4, nil, 000000000000000
M.A. de Ruyter,nil, 2,  5.,0,  8a,7d,  1h,2f, 14,1,  2, no,  000000000000000
M.H. Tromp,   nil, 2,  5.,0,  8a,6d,  1h,1f, 14,1,  2, AFl, 000000000000001
Man-O-War,    nil, 2,  6.,0,  7a,4d,  1h,2f, 12,0,  2, AFl, 000000000000001
Merchantman,  nil, 2,  4.,0,  0a,2d,  1h,1f,  6,4,  4, AFl, 000000000000000
M.A. de Ruyter,nil, 2,  5.,0,  8a,7d,  1h,2f, 14,1,  2, AFl, 000000000000000
-,            no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
-,            no,  1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
-,            no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
-,            no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
-,            no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
-,            no,  1,  8.,4,  8a,8d,  2h,2f, 10,0,  0, no,  000000000000000
-,            no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
-,            no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
-,            no,  0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Maurits,      nil, 0,  2.,0,  8a,6d,  2h,1f,  8,0,  0, no,  000000000000001
?,            nil, 0,  2.,0,  0a,1d,  1h,1f,  8,0,  0, no,  000000000000000
William III,  nil, 0,  1.,0,  8a,4d,  2h,1f,  8,0,  0, no,  000001000000001
Louis XIV,    nil, 0,  2.,0,  7a,4d,  2h,1f,  8,0,  0, no,  000000000000000
A. Farnese,   nil, 0,  3.,0,  7a,5d,  2h,1f,  8,0,  0, no,  000000000000001

;
; leaders: prince Maurits, Alessander Farnese, Willem III, Louis XIV
;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 0,   yes, 1, 5,  3,  Pln,   ; Drt
Grassland,  1,2,  2,1,0,   yes, 1, 5, 1,   no,  0,10,  0,  Tun,   ; Pln
Grassland,  1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,10,  0,  Pln,   ; Grs
Forest,     2,3,  1,2,0,   Grs, 0, 5, 2,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Grassland,  1,2,  2,1,0,   yes, 1, 5, 1,   no,  0,10,  0,  Grs,   ; Tun
Glacier,    1,2,  2,1,0,   no,  0, 0, 0,   yes, 1,15,  3,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Sheep,      1,2,  2,3,0,
Grassland,  1,2,  1,1,1,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Flowers,    1,2,  2,1,4,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  1,1,1,
Game,       2,3,  2,2,1,
Fruit,      2,4,  1,0,4,
Coal,       3,6,  0,4,0,
Cows,       1,2,  2,1,4,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr,          Ms
Bishopdom,      Bishops,     Bishops
Monarchy,       King,        Queen
Republic,       Stadtholder, Stadtholdress
-Fundamentalis, King,        Queen
-Republic,      Consul,      Consul
-Democracy,     President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 0, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi, Indira Gandhi,    0, 7, 2, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,     1,  1, -1,
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 3, French,      French,      0,  0,  0,
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 0, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 3, English,     English,     0,  1, -1,
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,     1,  1, -1,
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 3, Sioux,       Sioux,       0,  1,  0,

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Meat,
Gin,
Cheese,
Wool,
Flowers,
Coal,
Butter,
Cloth,
Beer,
Milk,
Silver,
Gold,
Pepper,
Speceries,
Silk,
Oil,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Farmer
Citizen
Bishop
Duke
King
Stadtholder

@ATTITUDES
Worshipful [++++]
Enthusiastic [+++]
Cordial [++]
Receptive [+]
Neutral [0]
Uncooperative [-]
Icy [--]
Hostile [---]
Enraged [----]













